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18th Place - 12th Annual Interactive Fiction Competition (2006)
In the end, a game like Labyrinth stands or falls on its puzzles. Labyrinth's "maze" is creative and with a bit more clarity would make an excellent setting for a collection of unique and interesting puzzles. Unfortunately, most of Labyrinth's puzzles don't fit that description. There are a couple of exceptions, but they aren't enough to make the game worthwhile.
-- DJ Hastings
There are those who would say that the game is too puzzle-heavy, it lacks story (it doesn't actually, but the story _is_ more of a cliched veneer than anything else), the descriptions are too mechanical. They miss the point. Labyrinth stands out like a lightning-rod for gaming, it deliberately and directly opposes the modern style of story led interactive fiction. What it lacks in quality and finesse it more than makes up for in reviving freshness. In addition I suspect that the game has a little bit more heart in it than most of its detractors realise. In how many games can you voluntarily FART ? No, I don't really want an answer to that question.
-- David Jones
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